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Post by Chris on May 11, 2020 22:04:14 GMT -5
IMPORTANT NOTE For each available franchise task slot, players can allocate one or more staff members to a chosen franchise task. Those tasks can include any of the downtime activities in the Player's Handbook or the Dungeon Master's Guide, the new and revised downtime activities in Xanathar's Guide to Everything, and the new activities in this section. When all of a franchise's task slots are filled. one of those tasks must be completed before staff can be allocated to a new franchise task. (The one exception to this rule is the running a franchise activity. presented later in this section. That activity must be performed by a franchise, but does not require that specific characters or staff members be allocated to it.) Staff allocated to a franchise task arc no longer available for other needs, including other franchise tasks. Any costs or resources associated with a franchise task must be provided by the franchise (which is to say. by the characters).
Explore Territory
No matter how densely populated or remote and wild the territory in which a franchise is licensed to operate, that territory has Secrets. Characters and franchise staff can explore their licensed territory in Search of useful features, hidden lairs, resources, and creatures that can be engaged in beneficial service. (Or, you know, sold for parts. If you’re okay with that). Exploration can be done any number of times in a franchise’s territory, representing new areas being explored, new discoveries, or elements that have changed since the last exploration.
Resources. Exploring a portion of a licensed territory requires at least one workweek of effort and incurs 200 gp per Franchise Rank in Expenses. Spending more time and money increases the chance that the expedition finds something of use to the franchise.
Resolution. A character or staff member directing the expedition makes a Wisdom (Survival) check to determine the outcome. This check gains a +2 bonus if a character with The Cartographer or Occultant position is part of the expedition, a +1 bonus for each workweek beyond the first that is spent exploring, and a +1 bonus for every additional 200 gp spent over the baseline Expenses. A maximum bonus of +10 can be applied to this check. The total of the check determines the outcome, as shown on the Exploration Discoveries table.
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Post by Chris on May 11, 2020 22:05:09 GMT -5
Franchise Restructuring
A growing franchise often needs fine-tuning to improve its operations and remain lean and capable. Efficiency measures, bold new paradigms, shiny business plans, internal audits, and inventory management can be key to new profits. The best plans often end up creating an auxiliary market for “how-to” books, such as Can’t-Miss Principles of Franchise Reinvisionary Strategery and What to Inquire about How to Acquire. In some campaigns, Head Office might periodically require this task to ensure that a franchise grows effectively.
Resources. Boldly restructuring a franchise requires at least two workweeks of effort. The franchise must also spend 100 gp per Franchise Rank in Expenses. Spending more time and money increases the characters’ chance to effectively restructure their franchise.
Resolution. Characters or staff members in charge of the restructuring make two Ability Checks with a DC of 13 + Franchise Rank. First, a character or staff member must succeed at either an Intelligence (History) or Wisdom (Insight) check to select the right vision or Identify the right areas to innovate. This check gains a +1 bonus for every character with The Loremonger or hoardsperson position in the franchise, and an additional +1 bonus if the character making the check has one of those positions.
A character or staff member must then make a Charisma (Deception, Performance, or Persuasion) check to get all other characters and staff on board with the prescribed changes. This check gains a +1 bonus for each Decisionist or Secretarian in the franchise, and an additional +1 bonus if the character making the check has one of those positions.
All checks gain a +1 bonus for every two workweeks beyond the initial time that is spent undertaking this activity. Each check also gains a +1 bonus for every additional 100 gp spent over the baseline Expenses. A maximum bonus of +10 can be applied to each check.
The total number of successes determines the outcome of the activity, as noted on the Franchise Restructuring table.
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Post by Chris on May 11, 2020 22:06:01 GMT -5
Headquarters Modification
Major headquarters modifications are made as a regular part of Franchise Advancement (see “Franchise Advancement” earlier in this chapter). But it’s sometimes desirable to update a previous modification in ways that don’t provide any additional mechanical benefits.
Characters and franchise staff members can use this activity to modify an existing headquarters feature. This change is subject to DM approval, and is typically done within the same feature category, such as swapping one weapon option for another. In response to pressing need, the DM might allow a franchise to swap options between categories, such as losing a weapon option in favor of an arcane option. The DM can limit how often this activity is used.
Resources. Once a modification is approved, this activity requires the involvement of the franchise’s Majordomo and at least one other character or staff member. This team must dedicate at least three workweeks to this activity, and the franchise must spend 1,000 gp per Franchise Rank to cover Expenses. The DM might also require a side trek to gather necessary materials or hire specialist labor before the activity can be commenced.
Resolution. One character or the Majordomo acts as the lead for this activity, making an Intelligence (Arcana or History) check to draft the modifications. A character or the Majordomo must then make two Ability Checks to complete the modifications, using either Strength (Athletics) or an Intelligence check using appropriate tools. With DM approval, a different ability and skill appropriate for the modification can be substituted for any of the checks.
Each check receives a +1 bonus for every two staff participating who are Skilled Hirelings, and a +1 bonus if any participant has The Cartographer, Loremonger, or hoardsperson position. The number of successes is compared to the Headquarters Modification table.
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Post by Chris on May 11, 2020 22:06:32 GMT -5
Marketeering
Every successful franchise knows that brands require constant management. Developing new markets, shaping catchy slogans, and surveying and engaging customers can all create new sources of revenue. Should you write and sell exciting chapbook serials based on the exploits of Omin, Jim, Môrgæn, and Viari? Should you sell a complex investment scheme to a city’s guild masters? Should you create a branded stage production based on your franchise’s exciting Adventures, with a line of clothing to match? All those things and more are encompassed by the fine art of marketeering.
Resources. The players must first sketch out their marketeering plan and present it to the DM. A character or franchise staff member must spend at least one workweek to engage in marketeering, and must spend 100 gp per Franchise Rank in Expenses. Spending more money increases the chance of the plan’s success.
Resolution. A marketeering effort requires three Ability Checks, representing drafting the campaign, launching the campaign, and managing its success. Any of the characters or staff members involved in the marketeering can make a check. The DM decides which Abilities and Skills are applicable, based on the marketeering plan. For example, a plan involving selling a new line of religious items might require an Intelligence (Religion) check to draft the idea and develop the products, a Charisma (Deception) check to convince local temples to promote the idea, and a Charisma (Persuasion) check to ensure the plan receives continued support.
Each check gains a +1 bonus for each additional 100 gp per Franchise Rank spent above the baseline Expenses. When additional gold is spent, the character making the checks determines which checks the bonuses apply to. Additional gold can be spent at any point in the process, allowing the franchise to put more effort into subsequent checks if earlier checks are less than successful. If the character making the check has The Obviator or Secretarian position, they receive an additional +1 bonus to each check. A maximum bonus of +5 can be applied to each check.
The DC of each check is determined randomly, reflecting the always-unpredictable Conditions of the market. The DM rolls 2d10 + 5 for the DC, generating a separate result for each check. The total number of successes determines the outcome of the activity, as noted on the Marketeering table.
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Post by Chris on May 11, 2020 22:07:14 GMT -5
Philanthropic Enterprise
It can feel great to give to charity and help those in need. Pretending to care about others can also be a great way to earn favor with governments and nobility, gain tax write-offs, or win over customers. Head Office might suggest (or even require) that a franchise undertake this activity if it has recently gained negative publicity or been discovered to engage in shady activities.
Franchise members should select a philanthropic cause related to a nearby area, settlement, or group of people. Example causes include such efforts as picking up trash from roads or forests, improving schools, and raising funds for victims of a recent Disaster. (That last one is an especially good idea if the Disaster was caused by the franchise). Success benefits the franchise by helping the selected cause—or at least giving the appearance of having done so. Failure might worsen both the underlying issue and the franchise’s reputation.
Resources. The philanthropic exercise activity requires at least one workweek of effort, and incurs 50 gp per Franchise Rank in Expenses.
Resolution. One character or staff member involved in the philanthropic enterprise makes an ability check determined by the DM. A Charisma check using the character’s choice of skill is often appropriate, but the DM might decide that a specific philanthropic approach requires a different ability and skill. A character with The Documancer or Occultant position gains a +1 bonus to the check. The total of the check determines the outcome, as shown on the Philanthropic Enterprise table.
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Post by Chris on May 11, 2020 22:08:40 GMT -5
Running a Franchise
Running a business is one of the Downtime Activities presented in the Dungeon Master’s Guide, but an Acquisitions Incorporated franchise is no mere business. This new downtime and franchise activity covers the many and varied duties necessary to keep a franchise running smoothly, and determines how well the characters and their staff manage those duties.
Resources. Unless the DM decides otherwise, this franchise task must be run at the end of each month of game time. Unlike Other Activities, results are determined for running a franchise even if specific characters and staff members are not allocated to the activity. However, allocating characters or staff members to running the franchise greatly improves the chances for a favorable outcome.
During any given month, the players decide how many days their characters and the franchise staff can dedicate to this activity. Characters and staff members cannot perform Other Activities while focused on this activity (as normal), and any days spent Adventuring or engaged in Other Activities cannot be used for this activity.
Resolution. Percentile dice are rolled by a player nominated for this task by the group. The number of total days spent by all characters and staff members on this activity are added to the roll. That total is then compared to the Running a Franchise table to determine what happens for the month.
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Post by Chris on May 11, 2020 22:09:06 GMT -5
Scrutineering
As a member of an Acquisitions Incorporated franchise, you scoff at those who limit their intelligence-gathering activities to mere Research or sagery. The scrutineering activity covers basic Research easily enough (finding a new profitable venture, learning what pleases Head Office, amassing lore about a site or monster, and so forth). But it can also expand across a much broader range of activities. You might engage (“kidnap” is such a harsh word) members of a rival group, learn the Secrets of a stronghold known only to those who built it, assess an organization’s business model to determine its weaknesses, or lay rightful claim to any information that might benefit your franchise in some way.
Resources. The DM determines what resources are required for any particular scrutineering goal, including access to specific people or places. Once that access has been gained, this activity requires at least one workweek of effort and 100 gp per Franchise Rank spent on bribes, materials, and other Expenses. Spending more money increases the chance for successful scrutineering.
Resolution. The character or staff member overseeing the activity makes an Intelligence check, and can make use of a skill appropriate to the scrutineering activity at the DM’s discretion. This check gains a +1 bonus per 100 gp spent beyond the baseline Expenses. A character with The Documancer position gains a +1 bonus to the check. A maximum bonus of +10 can be applied to this check. The total of the check determines the outcome, as shown on the Scrutineering table.
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Post by Chris on May 11, 2020 22:09:45 GMT -5
Shady Business Practice
The quickest path to success often runs straight through the thickets of questionable legality. Franchises that can overcome the morally dubious aspects of certain enterprises—and can deal with the risk of being caught engaging in those enterprises—might wish to consider such time-honored practices as back-of-the-wagon discount sales, fly-by-night Gambling halls, highway robbery, racketeering, and pyramid schemes. Shady business practices can also include Corporate Espionage against Rivals and other Acq Inc franchises, including stealing goods or sabotaging commercial efforts.
Resources. An intended shady business practice is detailed by the players and approved by the DM. Any shady business practice requires at least two workweeks of effort, plus 50 gp per Franchise Rank in Expenses to set up the scheme.
Resolution. A shady business practice requires three Ability Checks, reflecting the ongoing progress of the chosen scheme. Any of the characters or staff members involved in the shady business practice can make a check. The Abilities and Skills applicable for each check are determined by the DM, reflecting the selected scheme and the ongoing narrative. For example, an attempt to set up a fly-by-night casino might require an Intelligence (Investigation) check to case a town for a suitable location, a Wisdom or Charisma check making use of Gaming Set proficiency to run the operation, and a Dexterity (Sleight of Hand) check to get away with the profits. At the DM’s determination, each check gains a +1 bonus if the character making the check has a Background appropriate to the shady activity.
The DC of each check is determined randomly, reflecting the risky Nature of Criminal enterprises. The DM rolls 2d10 + 5 for the DC, generating a separate result for each check. The total number of successes determines the outcome of the activity, as noted on the Shady Business Practice table.
Some outcomes of shady business provide an additional benefit, chosen by the DM and relating to the characters’ chosen enterprise. For example, a franchise engaged in Corporate Espionage might gain Insight into a rival, while a franchise selling black-market goods might learn the name of a corrupt Government official.
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Post by Chris on May 11, 2020 22:10:18 GMT -5
Schmoozing
The schmoozing activity is more than just random Carousing, chatting people up at society parties, or pumping strangers for information over copious drinks. (Full disclosure: copious drinks are often still a part of the bigger schmoozing picture.) For characters in an Acquisitions Incorporated campaign, schmoozing is a carefully focused engagement of bargaining and influence, designed to harvest Contacts important to a franchise’s interests.
Resources. Schmoozing covers at least one workweek of interactions. Characters or staff members undertaking this activity must look and play the part of the confident franchisee—dressing well, spending money, giving gifts to new Friends, and so forth. Schmoozing with laborers and other working-class folk might incur Expenses of 10 gp per Franchise Rank, with Expenses escalating to 100 gp or more per Franchise Rank for schmoozing professionals and business Rivals. Schmoozing at the highest level with nobles or ranking members of a faction might incur Expenses of 250 gp or more per Franchise Rank as the character or staff member attempts to put on an impressive social display.
Resolution. The character or staff member engaging in schmoozing determines whether they want to establish relations with specific NPCs or with any general representative of a group. The character makes a Charisma (Persuasion) check to determine the effectiveness of their schmoozing, as noted on the Schmoozing table. A character with The Obviator position gains a +1 bonus to the check. A character with a Background related to those they attempt to schmooze gains a +1 bonus to the check (a Criminal schmoozing other criminals, a Guild Artisan schmoozing a guild Master, and so forth).
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Post by Chris on May 11, 2020 22:10:48 GMT -5
Team Building
The frenetic pace of Adventuring and running a franchise sometimes covers up underlying issues. Has the party’s Cleric accidentally started worshiping a dark god? Is the Majordomo at odds with the occultant’s habit of displaying entrails in the great hall? Is the Fighter questioning their life choices? The team building activity can help characters work through problems, settle differences, and adjust the work-life balance. In the end, everyone ends up with a healthier working relationship. Or at least that’s the plan.
At the DM’s determination, characters might be directed by Head Office to run this activity each time a new Franchise Rank is gained, or during times of exceptional chaos or uncertainty.
Resources. Team building requires the involvement of at least two characters, or a character and a staff member. Those individuals must dedicate at least one workweek to this activity, whose particulars are worked out by participating players and the DM. The team building exercise might be a trust-inspiring ropes course, an emotional “resolve your issues” workshop, a meeting with an NPC spiritual guide, or any other suitable endeavor. Setting up the exercise incurs Expenses of from 50 gp to 250 gp per Franchise Rank, as determined by the DM.
Resolution. Each character or staff member participating in team building chooses another participant, then creates a negative story connection to a bond, ideal, or similar element of that participant’s backstory. The players come up with such connections for their own characters. The DM creates connections for franchise staff, either on their own or in consultation with the players. (Characters and staff members do not need to pair up. If everyone else in the franchise has a particular problem with one character, so be it.)
Each character and staff member then makes a Wisdom (Insight) check. With the DM’s approval, different Ability Checks and Skills might be allowed if they relate to the specifics of the team building exercise. A participant has advantage on their check if the DM decides the story connection was particularly clever or well roleplayed. All checks gain a +1 bonus if one of the characters taking part in the activity is a Decisionist.
Each check is compared to the Team Building table. The outcome of the check can help redefine the relationships between individual characters, and can establish the tone of Roleplaying between characters and franchise staff. Some outcomes also involve a team building memory that provides a potent benefit (see below).
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Post by Chris on Aug 31, 2020 10:32:04 GMT -5
Feel free to use this thread to make downtime decisions/ requests so we don;t have to use table time.
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Post by kynigoskerata on Aug 31, 2020 11:27:29 GMT -5
Nikola has three basic goals he wants accomplished. He wants to sell the rod of the pact keeper +2, and possibly the potion of Invisibility. (All proceeds go to the party) He wants to do some research on the dungeon, maybe find a map or two that are accurate. And finally he wants to craft a Gem of Seeing with the vial of moon water. With help, he could craft it in 5 weeks or double that alone.
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Post by Chris on Aug 31, 2020 11:30:57 GMT -5
Feel free to use this thread to make downtime decisions/ requests so we don;t have to use table time. I will, of course, require some sort of group consensus as to how much downtime is being spent. In addition to normal downtime costs (which can be found on this forum) there is upkeep to think about (except for the Hoardsperson)
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Post by Aileen on Aug 31, 2020 11:32:26 GMT -5
Nikola has three basic goals he wants accomplished. He wants to sell the rod of the pact keeper +2, and possibly the potion of Invisibility. (All proceeds go to the party) He wants to do some research on the dungeon, maybe find a map or two that are accurate. And finally he wants to craft a Gem of Seeing with the vial of moon water. With help, he could craft it in 5 weeks or double that alone. 5 weeks is a bit much, if we aren’t adventuring we can’t afford upkeep. Drexler has party treasure in his bag, so I don’t know how we are for funds. I myself am low on gold and can’t afford downtime, so I would like to continue having our business run as-is since we were generating more income than owed and start dungeon delving immediately.
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Post by kynigoskerata on Aug 31, 2020 11:33:39 GMT -5
Based on Xanathar's, the potion of Invisibility could be sold for 20,000 gp
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